The Legend of Zelda: Twilight Princess Walkthrough :

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Walkthrough - FAQ/Walkthrough

Page 1

The Legend of Zelda: Twilight Princess
This guide was written, contributed and copyrighted by me, known here as
lighterfluid6. Don't plagiarize, or use this guide giving yourself credit.
This guide is not to be posted in any website other than gamefaqs.com, ign.com
and associated websites. To contact me, email me at redshift71388@aol.com or
IM me at redshift71388 (do not contact my previous addresses, ChaosUnit22). If
you do contact me, do it only to ask for help that you feel isn't covered in
my guide, or for any constructive criticism and appraisal. Do not, under any
circumstance, contact me asking me to join your special forum, be part of some
special group, or make small talk. If you ask a question about the game, make
sure the guide doesn't cover that. That is all.
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Introduction.
A strange shadow has begun to creep its way across Hyrule Kingdom. The
mysterious twilight threatens to blot out the light of the land, casting one
province after another into darkness. Fortunately, one province has remained
untouched by this shadow. Deep in the southern edge of Hyrule Kingdom, the
villagers of Ordona can still enjoy a peaceful and modest existence raising
livestock, selling their wares or enjoying the nature around them. However, it
seems only a matter of time before they too fall into twilight, doomed to
spend eternity as spirits unaware of their own fate. In such times, a young
hero must be awakened to his destiny and fight against the ancient forces of
evil. The goddesses have chosen such a hero, and will test his courage before
his final battle against the mastermind responsible for Hyrule's darkest hour.
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Walkthrough.
This is a detailed walkthrough for the main storyline in the game. It will not
go into the game's many overworld side quests too deeply, so check out the
Side Quests section for this. New enemies and bosses, as well as new important
items (equipment, key quest items and quest collection items), are identified
with CAPITALIZED text. The walkthrough has been divided into these fifteen
chapters:
1. Link's Adventure.
2. A Beastly Ordeal.
3. Monkey See, Hero Do.
4. The Call of Nature.
5. Trial by Fire.
6. Plight of the Zoras.
7. Go With the Flow.
8. The Usurper King's Curse.
9. Secrets of the Past.
10. Tracking the Snow Beast.
11. Mind over Matter.
12. Restoration Quest.
13. A City in the Sky.
14. The Twilight Princess.
15. Light and Shadow.
=============
Chapter 1: Link's Adventure.
=============
On a quiet evening just outside of Ordon Village, a young man named Link and
his friend Rusl admire the forest around them. In a solemn tone, Rusl talks
about the strange sadness that is felt when night falls. He then changes the
subject, asking Link a favor. The day after tomorrow, Rusl is supposed to
deliver something to Hyrule Castle, but he wants Link to go in his place
because he has never had the opportunity to see it before. Link, Rusl and
Link's horse Epona then set off for the village before night falls.
When Link returns to his house, Rusl sets off for his own home in the village.
Soon after, someone comes by and leads Epona down a trail back into the
forest. Moments later, the local goat rancher Fado arrives and asks Link if he
will help him herd the goats, which have been rather defiant lately. Fado
notices that Epona is missing, so Link will have to find her before he can
help herd goats.
When you start, familiarize yourself with the controls, and then take the
northern path back into the forest where you saw the person walk off with
Epona. When you reach the first clearing, you'll notice on your map a large
body of water off to your right. Continue up the trail and then turn to reach
the Ordon Spring, where Epona and the girl can be found. This is Ilia, Link's
childhood friend. Ilia has taken the liberty to wash Epona in the spring's
cleansing waters. If you talk to her afterwards, Ilia will ask you to play
music by whistling into the horse grass growing nearby. Look by the spring's
shore for a brownish red plant, and pick it so that you can whistle into it.
The sound will make Epona come to you. Now get on her and ride back to the
village.
While riding Epona, you can make her dash to get a burst of speed, but it
isn't necessary at the moment. When you reach your house, continue south and
ride down the trail that leads to Ordon Village. The village is small, but
bustling with activity. You'll see Rusl practicing his swordplay by the
stream, as well as a few other townspeople going about their business. Keep
heading south and follow the main trail across the stream bridge. You'll pass
a few buildings, but they can be left for now to be explored another time. At
the end of the trail, you'll reach the entrance to Fado's goat ranch. Ride up
to meet him.
Fado will ask you again to herd the goats into the barn before the sun sets.
He says that the goats have been acting skittish lately, but that will be no
problem for you and Epona. After you agree to help him, the goat herding will
begin. The objective is to get the goats to run into the barn. You don't have
a time limit, so don't worry about speed. Still, if you want to get done
quicker, it helps to try to get an entire group of goats into the barn at once
rather than go after them one by one. The goats will run away if you get
close, so if approached carefully, you can get them to head in the direction
of the barn. Don't chase them too closely or else they will veer off to
another direction. Once a goat is close enough to the barn, it will run in on
its own. While herding, you can also whoop near a goat to get it to run
faster. When you finish herding all ten goats, Fado will thank you, and tell
you that he will be able to handle them tomorrow, meaning you get the day off.
Before you can leave though, he'll set up the fences and let you practice
jumping them. To jump over a fence, dash as you get near it. You can practice
on the fences Fado set up, or you can jump over the exit fence and head back
into town. The game will let you save now, and instruct you on how to save in
the future.
The next morning, three children will call you out from your house. From the
window you begin in front of, use the ladder to climb down to a lower balcony,
and then a second ladder to descend to the floor. Exit via the front door to
get outside. Now jump or climb down to the ground and meet up with the
children. Talo, one of the children, will tell you that a Slingshot is being
sold at the town store, Sera's Sundries. Malo, his brother, and Beth, the
store owner's daughter, also explain that you need rupees in order to purchase
it. A slingshot would certainly be handy to have with you, so head into town.
Sera's Sundries is the red-roofed building on your right as you enter town.
Unfortunately, when you go inside, you'll learn that Sera is in a bad mood
because she's missing her cat, which ran off after it ate the fish last night.
She's so distraught the she won't offer to sell you anything until this crisis
has been abated. That's fine for now, since you don't have any rupees to buy
the slingshot with anyway. Head back outside.
The question now is, if you were a cat, where would you be? We'll get to that
in a moment. If you explore the town, you can chat with the townspeople and
learn a thing or two about the area. Of particular note is Uli, Rusl's
impregnated wife who's standing by the stream across from the mayor's house.
Uli has a problem of her own; her baby cradle has gone missing. She hints that
it may have floated away downstream. If you follow the stream, you'll get to a
pond along the northwestern edge of town. Jump and swim. As you do so, look to
your left behind the house with the waterwheel and you'll see Sera's cat by
the river, staring hungrily at the fish swimming below. Don't bother getting
out and trying to catch him, because he will only run away. Just keep swimming
downriver until you get to an enclosure at the very northwestern tip of Ordon
Village. In the center of this watery enclosure is a rock, and on top of it is
a monkey, holding Uli's cradle! You won't be able to reach it from here
though, but it's important to know that it's there. Swim back to town now.
When you get back on land, head over towards Sera's Sundries. To the left of
it, in front of the water, is a large, viney outcrop. If you approach it, a
man named Jaggle will call out to you from on top of it. Use the Z Button to
target him so that you can talk to him. Now climb up on top of the rock using
the vines growing along the sides. When you get up, talk to Jaggle again.
He'll point out Sera's cat across the river, as well as a rare type of grass
growing on the nearby outcrop. Run toward the edge of the rock and jump out to
this outcrop. The grass growing here is hawk grass. Like the horse grass you
used earlier, it can be blown into when picked to make a distinctive sound. Do
so, and a hawk will fly down from the sky and land on your arm. You can now
'aim' the hawk at something by aligning the red targeting reticule with
whatever you want to send the hawk after. Try it out. Your objective is to
send the hawk after the monkey, but it won't be able to reach from this rock.
Set the bird free, and then jump over to the top of Sera's Sundries' roof. Now
jump to the third outcrop behind the building, where there's more hawk grass.
From here, you'll be within range of the mischievous monkey out across the
water. Release the hawk in its direction and it will fly to the monkey and
pluck the cradle out of its hands, and then return it to you. Now that you
have that in your hands, hop across the rocks and rooftop and then jump down
to the ground. Locate Uli and return the cradle to her. She will thank you and
say that she has something to give to you when you follow her to her house.
Uli is obviously pregnant, and thus will walk very slow, so you can save time
by getting ahead of her and walking up the path to her house at the eastern
tip of town. She will then reward you with the FISHING ROD! You can use this
item near bodies of water to catch fish.
Now, about that cat. Go behind the waterwheel house to find it. He wants a
fish, so you'll have to catch one for him. Walk out to the end of the small
dock and set your Fishing Rod. Now cast it out into the water. It won't take
long before a Greengill fish starts pulling on the lure. When it does, yank
the controller back and reel in the small fry. The fish will be recorded in
your fish journal before being set free. Fish are almost always returned to
the water, but they sometimes release hearts for health. More importantly,
you'll grab the cat's attention. Catch another fish, and the cat will grab it
before you can set it free and dart back to Sera's Sundries with it. Sera has
her cat back, so your objective is complete. Now all you need to do is gather
up enough rupees to buy that slingshot.
Return to Sera for another reward. She won't give you the slingshot, but she
will give you a BOTTLE half-filled with milk. The Bottle is one of four in the
game that can be used to hold certain items or substances. Milk in particular
is a healing beverage that restores three hearts and comes in two servings.
Once you use it up, you can use the Bottle to hold other things. Anyway, head
back outside.
You can find rupees in various places, but unless you know where to look,
you'll only get cheap green ones. You can get these simply by rolling through
the tall grass or picking up and throwing the pumpkins growing in the patches
next to Jaggle's house (the building with the waterwheel) and Rusl and Uli's
house. You can get a more valuable prize if you climb back onto Jaggle's
outpost and call down a hawk. This time, once you have the bird shouldered,
aim it towards the hive of BEES hanging from the tree behind the house that's
across the path from Sera's Sundries, which is Fado's. When you release the
hawk, it will knock down the hive for you. This is the safest way to get rid
of the hive. You can also climb up the tree and knock it down yourself, or
wait until you buy that slingshot, but this will invoke the wrath of the angry
Bees. They'll swarm around you and sting you until they get tired, or until
you dive into the water. Anyway, climb on top of Fado's house by going around
the right side, to where the hive dropped. If your Bottle is empty, you can
scoop up some bee larvae from the hive's remains. They can be used as bait to
improve fishing, or be eaten to restore a quarter of a heart. Now climb the
vines on the tree until you reach the upper branches. Carefully walk out to
the end of the first branch and collect the blue and yellow rupee from its
forks. Now jump back down and continue searching for rupees.
Once you have thirty, go to Sera's Sundries and buy the SLINGSHOT. This is
your first weapon, and it can be used to hit things from a distance. The
Slingshot uses pellets, but pumpkin seeds can also be used as substitutes if
you find them. Up to fifty can be held at a time. Anyway, return to your house
so you can show off your new toy to Talo, Malo and Beth. On the way, you'll
run into Rusl, who says he's left something for you in your house. Yet another
toy perhaps? When you reach the children, they'll ask you to show off your
shooting skills. They'll set up targets near your house for you to shoot at
with the Slingshot. Follow the instructions as shown. Using the Slingshot
isn't all that different from calling down a hawk with hawk grass and sending
it at a particular object. After you hit the five targets, smash the two
scarecrows as well. Note that you can also lock on to the scarecrows so that
you don't have to aim.
After you finish, the kids will remind you that Rusl left you something. You
can meet Rusl's son Colin, who's standing next to Epona. It was him who made
you the Fishing Rod you got earlier. To get back to your house, climb the
ladder in front of it. Before doing that though, use the Slingshot to take
care of the WALLTULA that has decided to visit you. These are small spiders
that like hanging out in places that you can climb. They'll attack you unless
you take care of them beforehand. Walltulas are very weak, so any sort of
attack will destroy one. After you get it out of the way, climb up to your
house and enter. Inside, you'll find a large chest. Open it to get the WOODEN
SWORD, a gift from Rusl to you. Swords are easier to use than other weapons;
just swing the controller. Once you get it, go back outside. If the children
got excited over the Slingshot, you can just imagine how they'll react when
they see you have a sword!
As expected, the children will want you to show them how to use the sword.
They'll ask you to perform certain maneuvers, so pay attention so that you get
them right. The first move they'll ask you to do is the slice. Just swing the
controller around to perform it, and give the unfortunate scarecrow that's on
the other end of your sword a good beating. A slice can be either horizontal
or vertical, depending on whether you're locked on to the target or not. Next,
do the stab. Lock on to the scarecrow, and then attack while you are moving
towards it. After this, you'll have to show them the spin attack. Just shake
the Nunchuk to do this move. Finally, you must perform the jump attack. To do
this maneuver, lock on to the target and then run in and press the A Button.
If you do any of these moves incorrectly, you'll hear Malo's snide remarks and
have to do it again. After you finish showing them your sword skills, Talo
will spot a monkey coming out of the forest path. It's the same monkey that
stole Uli's crib earlier. The kids want you to use your sword against that
pesky primate, and enthusiastically give chase. Follow them into the forest.
Beth, the least adventurous of the three, didn't make it far into Ordon Woods.
You'll see her not far from the start of the trail, and she'll tell you that
Talo and Malo are further along. Don't turn into the Ordon Spring this time.
The gate to the long rope bridge is open now, so you can cross it to reach a
new area. Malo will be standing just before the bridge.
After crossing the bridge, you'll reach Faron Woods, which is part of the
Faron Province. There is nothing in the first clearing, but you'll find that
passage past the second clearing is impossible due to the gate. You're left
with one other option: blow the horse grass growing between the two clearings
to call down Epona. Get on her, and then use her to jump the fence. On the
other side is Faron Spring. Keep moving down the path to your left until the
path forks. The right fork leads to a dark tunnel that has a new enemy
guarding it. Ignore it for now and walk into the next clearing by going down
the left path.
This clearing is where Coro lives. This odd man will give you a LANTERN, which
will come in handy when you explore that dark tunnel back there. The Lantern
can also be used to light things on fire, but it constantly requires fuel to
run. If you run out of fuel, Coro will sell you some for twenty rupees. You
can also store additional fuel in a Bottle. Coro suggests that you use the
Lantern to heat up the pot of soup in front of him. Coro's Nasty Soup can also
be bottled, but stay away from it. Coro is a horrible soup maker and drinking
it may actually take away a heart from your health meter! Anyway, return to
the entrance of that dark tunnel.
The enemy that is guarding the tunnel is a DEKU BABA, a type of carnivorous
plant. A Baba can't move much, but if you get too close, you will end up a
snack for this creature. A couple of good whacks with the sword will defeat
it, but if it does bite you, use the spin attack to shake it off. You can
break open the Deku Baba's head for Slingshot ammunition. Walk into the dark
tunnel that the Baba was blocking. You'll see Talo's play sword not too far
in, which is a sign that he's been this way. Once you're actually inside the
tunnel, you'll need the Lantern to see clearly. It is very helpful if you use
it to light the torches found throughout the tunnel. Doing this will let you
see during subsequent visits without needing to use up Lantern Oil. Further
along is a KEESE. Keese are fairly common bat-like enemies and easily
beatable. Hack it down and move on. After fighting another Deku Baba, you'll
find that the tunnel is blocked off by a large spider web. Use the Lantern to
burn it down so that you can proceed. When you reach the fork in the tunnel,
you'll meet a RAT. These filthy vermin are just as easily beaten as Keese, and
share their preference for dark, dank places. The way out is the left path,
but if you go right you can get a yellow rupee inside a chest (watch out for
the Deku Baba and the additional Keese). Don't forget to light the torches
along the way. Anyway, take the left path and burn down another spider web to
exit.
You will emerge in a misty clearing. This clearing is filled with Deku Babas,
Keese and a few BOKOBLINS. Bokoblins are far more threatening than the
previous enemies, but that doesn't say much. They are goblin-like creatures
that ineptly wield wooden machetes. Attack quickly so that they can't
retaliate, and finish them off with a good jump or spin attack. Anyway, you'll
notice on your map two red spots. The eastern spot is where Talo and the
monkey went, but the southeastern gate that will take you to it is locked, so
you must take the northwestern path once you get through the forest. The new
path is nothing more than a small cave with a few Keese and a Bokoblin in it.
After you beat them, open the small chest at the end to get the small key that
will open the other gate. Before leaving this cave though, use the Lantern to
light the two torches on either side of the chest. This will cause a second,
larger chest to appear on the ledge behind the small one. Climb up to it and
open it to get your very first Piece of Heart! Get four more to complete a
Heart Container, which adds another heart to your health meter. With that
valuable treasure bagged, return to Faron Woods and head over to the southeast
gate. It is being guarded by three Bokoblins (two in front of it, and another
behind it that will attack after you open the gate), so you'll have to teach
them a lesson in pain before moving on. Use the key to unlock the gate, and
then proceed.
There are two clearing on the other side, both of which have more Bokoblins in
them. When you defeat them all, you'll be hailed by a colorful bird managing a
shop in the second clearing. This is Trill. Trill lets you scoop up Red Potion
and Lantern Oil into your Bottle, but if you don't leave money in his drop
box, he'll call you a thief and start pecking at you the next time you come
by. Also, if you don't pay him enough, he'll call you a cheapskate but spare
you the attack. The Red Potion is useful because it restores eight hearts,
which is much more than you even have at the moment. Anyway, you can also find
a yellow rupee inside a chest in the northeastern corner of the clearing, but
watch out for the Deku Baba. Head up the trail after you finish here.
Talo and the monkey are being held captive in a cage by two Bokoblins, so it's
up to you to save them! Run up the trail and start fighting the fiends when
you get to the top. After you slay them, go up to the wooden cage and use a
spin attack to set the prisoners free.
Link leads Talo out of Faron Woods and back home to safety, Talo recounting
his story along the way. The monkey, as it turns out, was trying to help Talo,
and wound up being captured herself. After he runs off, Rusl will appear and
thank Link for his efforts. He heard from Colin that Talo had disappeared into
the woods and not returned. Rusl is worried that the forest has become a much
more dangerous place than it used to be. He also reminds Link that tomorrow is
the day he sets out to Hyrule Castle, musing that he may even get to meet the
Princess Zelda.
The game will begin anew the next morning at Ordon Ranch. Before you can go on
your quest, Fado wants you to herd the goats into the barn one more time.
Pluck some horse grass and call Epona to your side so that you can begin the
task. This time, there are twenty goats. Round them up into the barn just like
last time. After you finish, Fado will give your time for herding the goats,
and then tell you that you should go down to the mayor's house. Jump the fence
and ride into town.
The mayor of Ordon Village is Bo, a heavy man who wears a pair of ornamental
tusks on his face. He is also the father of Ilia, who is there to meet you as
well. Bo says that the gift you are to take to the royal family is ready, so
you can set off on your quest as soon as possible. Just then however, Ilia
notices a wound on Epona's leg. She scolds Link for treating her too harshly,
and then leads Epona off to Odron Spring. You can't deliver the royal family's
gift without Epona, so you should go after her. Before doing that though,
speak to Bo one more time. This will trigger the escape of a goat from the
ranch. Fado will yell down as a rampaging goat charges down the path. To stop
the animal, hold down the A Button and get in front of it. After you wrestle
with it for a few seconds, the goat will be tossed to the side. When it gets
back up, you can pet it, but you can't ride it. This exercise is optional, but
will come in handy later on.
Back at your home, Colin will talk to you. The other kids aren't letting him
into the forest trail where Ilia went. They won't let you pass either unless
you let Talo borrow the wooden sword. You won't need it anymore, so go ahead
and let him have it. Colin, who admires you deeply, will thank you for getting
the other kids to leave him alone, and then run off into the woods. Before you
go into the woods though, climb up to your house. Inside, you'll see a ladder
in the back that goes down into your basement. The basement is dark, and only
with the Lantern can you explore it successfully. There's a large chest in the
back holding a valuable purple rupee, which is worth fifty rupees. After you
snag it, climb back out and go outside to meet Ilia at the Ordon Spring.
The gate at the other end of the forest trail is closed again, but so is the
one in front of the spring. Ilia is still angry that Epona is injured, and she
won't let you in. Colin will try to reason with her, suggesting that in the
meantime you get in through the tunnel nearby. The entrance to the tunnel is
along the northeastern edge of the previous clearing, where the birds and
scampering squirrels are found. Crawl into the hole and make your way to the
other side. Halfway through you'll have to make a left turn, and there's also
a green rupee in it that's not really worth mentioning.
When Link emerges from the tunnel, Ilia softens up to him, having heard
Colin's story about Talo and the monkey. She admits that Epona prefers her
master over her anyway. Before Link leaves, Ilia asks that he doesn't do
anything that's out of his league. It is an uplifting moment, broken suddenly
by Epona's distressed whinnying. All of a sudden, a giant boar crashes through
the gate, mounted by two ogre-like monsters! One of them carries a bow, and
uses it to strike down Ilia! Before Link can react, the second monster knocks
him unconscious with a club. The two monsters collect the unconscious bodies
of Ilia and Colin while a third monster appears. This one is much larger and
more terrifying, riding an armor-festooned boar that matches his master's
disposition. The leader blows into his large horn, causing a strange portal to
appear in the sky above. The riders then leave before Link reawakens.
Panicking, he runs after them into Faron Woods. Before he can cross the bridge
however, a strange black and orange wall with glowing symbols bars his path.
Link hesitates, but is suddenly dragged into the dark wall by a mysterious
hand. Link finds himself in the grasp of a horrific shadow demon, but is
released promptly when the Triforce symbol starts glowing on his hand. As if
that weren't strange enough, Link suddenly morphs into a wolf! He falls
unconscious and the shadow being drags him away. All the while, a strange
creature with an elaborate headdress watches in the distance....
=============
Chapter 2: A Beastly Ordeal.
=============
Link wakes up in a small jail cell, still in the form of a wolf. A chain is
attached to his right paw, tethering him to the floor. After struggling to
free himself for a few seconds, Link realizes that he isn't alone. The
greenish black creature with the headdress that was watching him earlier is
hovering in front of him with a mischievous smile. The imp speaks in a girlish
voice, teasing Link, but telling him that she'll help him. After toying with
him a bit more, the creature generates a ball of energy between her hands and
fires it at the chains around Link's leg. The chain is severed, and Link is
free to move around his cell. After this, the imp warps herself out of the
cell and tells Link that she'll help him out of here if he can reach her.
Needless to say, you're going to have to find an alternate exit, since the
cell door isn't going to open. All you can really do as a wolf is dig, dash
and attack. There's a soft spot of dirt in your cell, but that isn't the way
out. Instead, turn towards the crate near the cell's gate. You can smash it to
bits by attacking it. Don't just dash at it; hold down the Z Button and then
lunge at it to perform an attack. With the crate destroyed, you can see that
there is a small opening underneath the gate. It's too small to crawl through,
so use your ability to dig and wriggle your way out.
The imp, much to Link's protest, gets on him and tells him that if he wants to
get out of here, he'll have to do exactly as she says. Link has no choice but
to trust this mysterious being. She's actually quite helpful, and has special
powers that will come in handy as the game progresses. You can speak to her at
any time too, since she will constantly be by your side (or on your back) for
the remainder of the game. Anyway, run down the hall and enter the second jail
cell. Your companion will call out to you. She notices a lever hanging from
the cell's ceiling. Do what she says (press the Z Button and the bite the
lever) to pull it down, opening the gate in the corner. Now run through to
escape the prison.
At the end of this passage is a sewer system. You will soon spot a mysterious
glowing light hovering above the ground. The imp will tell you to use your
senses as indicated. As a wolf, you have an extra sense that allows you to
detect things that are otherwise invisible to the naked eye. Looking at the
glowing light through your beast sense will reveal that it is actually the
spirit of a Hyrule soldier. You can listen to his words of hopelessness, but
he won't seem to notice you at all. Turn left and continue. Your rider will
explain that there are more spirits roaming around. Should you meet any, turn
on your senses and listen to what they have to say.
Turn right at the end of this passage. There's a SHADOW VERMIN in the water
that you should take care of. In the twilight world, enemies undergo
transformations that turn them into new forms. Shadow Vermin are the twilit
counterparts of Rats, even though they look more like black squid. Give it a
thrashing and keep moving. You'll reach a dead end, but notice that the imp's
hair starts glowing and takes the form of an extended arm. She's pointing out
another lever hanging above you. Just like you did before, lock on to the
lever and pull it down. This opens a new path in front of the lever. This is
another dead end, but you can break open the crate inside the tunnel for some
cash. To continue through the sewers, go back to where you saw the Shadow
Vermin and jump up onto the back ledge on your left. The gate will take you
deeper into the sewers.
There are more levers throughout the sewer's corridors, but most just open up
the tunnels along the side that contain nothing more than rupees and health.
Some also contain more Shadow Vermin, so be careful. The sewers will split off
into four directions. Besides the path that you just came from, there's a path
up ahead that's a dead end, a left path and a right path that's impossible to
travel over because it's laden with a bed of nails. That of course leaves the
left path. At the end of it is a lever that will actually do more than just
open up a tunnel. Pull down on it to raise the gate next to it. This lets
water flow into the sewer channels. Now you can just swim over the bed of
nails over the right path.
When you swim past the nails, climb out of the water and use your senses to
listen to another spirit. It seems that even though the spirits cannot see or
hear you, they can see the Shadow Vermin swimming around just fine. How odd.
The vermin will now have the advantage of water over you, so don't fight them
unless you're on one of the side ledges. At the junction, turn right. When you
reach the lever at the end (next to another spirit), pull it down to drain the
water out again. Turn around and run straight ahead to the other end of this
passage. A gate blocks your way, but with the water down you can tunnel around
it through the left-hand side.
Talk to the soldier on the other side if you wish and turn around to exit the
small cave. With your companion, continue through to a tall, open chamber. You
must ascend the chamber by climbing the stairs when possible and using your
friend's powers when necessary. Turn left and start your way up the staircase.
You will soon get to a gap. It's small enough to jump across, but attempting
to do so will cause the edge of it to break. Not only will you fall, but the
gap will increase in size and make it impossible to jump across. Return to it
and speak to your companion for help. She will dart out ahead and extend her
ghostly hair limb. Lock on to her and jump to clear the gap. Do this a second
time as soon as you land so that you can make it to solid ground before more
parts of the staircase crumble away. Keep moving up the stairs, clearing the
small gaps as you go. Soon you'll come to a large stone blocking the path.
You'll hear the imp giggle, promoting you to call her out again. As before,
she'll help you leap across the stone obstacle. Watch out for the Shadow
Vermin as you continue. When you reach the top, there will be no way to
continue unless you carefully crawl across the rope stretched between this
part of the stairway and the next. Keep climbing and use your friend's
abilities to clear more gaps. At the top of the tower you'll be greeted by
SHADOW KEESE. Maul them before they swoop down on you. To escape the tower,
climb onto the rock next to the locked door. Your friend will say that you
might be able to figure out where you are if you reach the window above. Use
her help to leap from rock to rock four times before you reach it. Now run out
and enjoy the long awaited sunshine.
That is, if there were any sunshine. The castle exterior is shadowed by a
black twilight cloud, giving the air a strangely mystical look. This is Hyrule
Castle, home of the royal family. The imp will point out a tower up ahead,
where there's someone she wants you to meet. Jump down from the ledge and run
along this walkway until you see another spirit. This one will mention
monstrous birds flying around. You'll see them for yourself soon enough. Turn
left and walk onto the wooden platform. The next ledge is too high to reach,
unless you jump onto the nearby crate first and leap from there.
Jump down to the next walkway and go right. It is here that you'll see the
first of one of the monstrous birds the last spirit solider mentioned. This is
a SHADOW KARGAROK, a large, headless bird that makes easily-recognizable
trumpeting cries. Leap on it twice to defeat it, but be careful not to
accidentally leap off the edge of the walkway when doing so. Keep moving and
jump up to another ledge. Take care of the second Shadow Kargarok flying
around here. At the end of the walkway is another wooden platform that sticks
out to the side. Your companion will guide you across the gaps to the rooftop
ahead. You need to leap several times in succession to get there. Follow the
rooftop and turn right. Kill any Kargaroks that oppose you. At the end, climb
up to the new tower window. Once inside the tower, jump down and take the
stairs to the upper chamber. This is where the person your companion wanted
you to meet resides.
A cloaked figure is standing by the tower window. Link has some uncertainty
about the figure, but his rider simply giggles at his behavior. The figure
turns, addressing the little sprite as Midna. Midna in turn sarcastically
calls the figure the Twilight Princess, and asks her to explain what is going
on to Link. She starts her story by saying that there was once a land where
the power of the gods was said to rest; Hyrule. However, it was transformed
when the Twilight King invaded it. The royal forces did their best to defend
the castle, but were overrun by the creatures that dwelt in the shadow. The
Twilight King gave the Princess Zelda a choice between death and surrender. To
save her people, the princess surrendered. Twilight engulfed the kingdom and
its citizens were transformed into spirits. They now exist in fear, unaware
that they have been turned into spirits. After the cloaked figure finishes her
story, she reveals that she is the Princess Zelda herself. She remains in her
physical form only because she, like you, possesses a portion of the power of
the gods she mentioned earlier, the Triforce. Zelda urges Link and Midna to
leave because her guard will be back soon.
After your meeting with Princess Zelda, turn around and exit the room. Run
down the stairs until Midna stops you. The guard, who has returned sooner than
expected, will be coming up the stairs any second. Midna seeks an alternate
way out and finds it in the form of the open window from which the duo first
entered from. Outside, Midna offers Link her help once more. She will return
him to the place where Link first entered the twilight and help him save his
friends on the condition that he becomes his loyal servant and does exactly as
she says. Once again, Link has no other choice but to oblige. With this, Link
dissolves into darkness and is warped back to Ordon Spring.
Link appears through the mysterious portal that appeared after the encounter
with the green boar-mounted monsters. To his surprise, he is still in wolf
form! Midna, who remains with Link as a part of his shadow, calls out and says
that he'll remain this way for some time. Oh well. Exit the spring and listen
to Midna once more. She won't let you back into the twilight realm unless you
can get her a sword and a shield. These can be found in Ordon Village if you
look carefully, but you won't be able to just walk up to your fellow
townspeople and ask because of your frightening wolf figure. Luckily, you have
Midna to help you out, so hurry up and head back to the village.
The path back to town is now befouled by a BULBLIN. This is the very same type
of creature that invaded Ordon Spring earlier and kidnapped Ilia and Colin.
It's time for revenge. Two hits will kill the Bulblin, but you must wait for
it to get back up before you can hit it the second time. Stay out of the way
of its club too. Two more Bulblins can be seen patrolling the area in front of
your house. After they are dealt with, run towards Ordon Village. Just before
you enter, you'll be stopped by a voice belonging to one of the squirrels in
the area. The squirrel will thank you for getting rid of the Bulblins. It's
important to remember that as a wolf you have the ability to talk to animals.
They will often give out helpful information. After talking to the squirrel,
enter the village.
Hanch, one of the villagers, is standing on the outcrop Jaggle used to nap on,
lamenting about the fate of the children. Stick to the main path and locate
the Cucco strutting near the bridge. The fowl advises you not to get too close
to people because they'll think you're a monster. Next, head towards the
waterwheel house, where Bo and Jaggle seem to be having a secret conversation.
All you'll get to hear at first is something about a shield, which is
certainly worth further investigation. Slowly creep up on them to continue
hearing bits of information. The closer you get, the better you'll be able to
hear them. If you get too close though, they'll run back into the house.
You'll hear Bo confirm that the shield you want is in his house. Both men will
then spot you and run back inside.
Now you have to find a way in. Midna points out the open window that can be
accessed from the roof, which in turn can be accessed from the pumpkin patch
in front of Hanch's outpost. When you go there though, Hanch will inevitably
see you, blow into some hawk grass and launch the angry bird of prey at you.
Stay away from the lit area, which is where the hawk will limit its range to.
Head towards Sera's Sundries and talk to the cat standing outside. He will
tell you that in order to stop the hawk, you'll have to scare Hanch away.
Midna will pop up and help you jump up onto the roof of the shop. From here
you can jump over to Hanch and give him a good scare. Now you can safely get
into Jaggle's house. Midna will help you jump over to the waterwheel, and then
the house's roof. Enter it though the open window.
Once inside, jump down to the floor and then hop onto the table. With Midna's
help, you can leap up to the balcony where the shield is hanging. Charge into
the wall to unhinge the shield, and then repeat a second time to knock it down
altogether. You received the ORDON SHIELD! You can't use it yet, but you will
be able to soon. Now escape through the open window next to you.
The second item on Midna's list is the sword. When you land outside, you'll
see Rusl and Uli outside their house. The sword you want is inside the house,
but you have to sneak past Rusl first. Stay out of the light as before and
creep along to the back of the house. The Cucco here will help you out by
showing you the patches of loose earth that you can dig through. Use your
senses to detect the patch right along the side of the house and burrow your
way in. Inside, run over to the couch and grab the ORDON SWORD. You can look
forward to using this weapon when you revert back to your human form soon.
Midna's next instructions are to return to Ordon Spring. Exit the same way you
came in and make your way to it.
When you pass the spring, a spirit's voice will beckon you into it. Suddenly,
as you wade into the water, strange objects will fall in place around you and
form an energy barrier, trapping you inside! The spirit will warn you that a
shadow being is approaching. Sure enough, a black demon-like creature will
descend from the dark portal above you. This is a SHADOW BEAST. Although it is
used as a scout for the twilight world, it is still a formidable enemy.
Luckily there is only one this time. Shadow Beasts are far more dangerous in
groups, but can easily be handled when alone. Jump at it and bite its throat.
Attack it twice to finish it off for good. After you kill the beast, it will
dissolve into darkness.
The spirit of Ordon Spring will appear once the dark being is defeated,
infusing the water with blinding light. It will take the form of a mythical
goat, shimmering with radiant energy. This is Ordona, the spirit that watches
over the Ordona Province. It is one of four light spirits that reside in the
sacred springs of each major province. The Shadow Beast that attacked had come
to take its light away and cast the province into twilight, just as they had
the other provinces. To save Hyrule from darkness, Link must seek out Ordona's
brethren and restore the light that once flowed from their springs. Link is
the hero chosen by the gods, because it is within him that the Triforce of
Courage dwells. Ordona will tell him that he will be able to regain his human
form once he revives the spirit of Faron Spring. The spirit will then
disappear, brining the spring back to its serene state.
You may notice that the spring water will now heal you gradually if you stand
in it. You can come back here in the future when you're injured to refresh
your health. Anyway, head back to the forest trail and turn right towards
Faron Woods. The ominous glow of the twilight barrier is still there, but you
have no choice but to reenter the dark world. When you approach it, Midna will
dart in ahead of you and then pull you in with her glowing appendage.
Once inside the twilight realm, Midna will take the sword and shield and store
them for you. She also wants you to help her obtain certain items, but she
won't reveal anything specific at the moment. For now, you must go to Faron
Spring and speak to what remains of its light-deprived spirit. Run forwards
into the second clearing, where once again you will be enclosed within an
energy barrier. This can only mean that the Shadow Beasts are about to descend
again. This time, three of the gruesome creatures will face you. Shadow Beasts
must be fought in an entirely different way when there is more than one. If
you try taking them out one by one, you'll discover that they have a hidden
weapon; when you have defeated all but one beast, the survivor will emit a
frightening howl that will revitalize its fallen comrades. The Shadow Beasts
are essentially invincible unless you have a way of defeating the last two at
the same time. Midna will present her solution in the form of her energy field
attack. Press and hold the B Button to generate an energy field, and then
release to strike any opponents within the field at the same time. Do this to
destroy the final two beasts after you have killed the first. The defeated
Shadow Beasts will warp out of existence through the same portal they entered
from. Take note of the portals that appear whenever Shadow Beasts attack,
because they will prove useful later on.
When you reach Faron Spring, you will meet the spirit that resides in it.
Without its light, the spirit is nothing more than an ethereal cloud hovering
over the water. Until you bring light back to this province, the spirit will
neither take shape nor give the spring the ability to heal your wounds. To
this end, the spirit gives you something known as the Vessel of Light. To
restore the light, you must seek out the tears of light scattered throughout
the dark province and bring them back to this spring. The vessel will allow
you to carry the tears of light after you have found them. Each tear is within
a special kind of dark parasite known as a SHADOW INSECT. When you find the
insect, defeat it to get it to release the tear it holds. The fading spirit
will use the last of its power to show you where each of the tears are
located. Your map will now be marked with white dots that indicate where the
tears are.
There are sixteen tears total, meaning there are sixteen Shadow Insects that
you have to find and kill in order to obtain them. Conveniently, the first two
are located in the path that leads to Coro's establishment. You need to use
your senses in order to fight these small bugs. Although relatively harmless,
they can release jolts of electricity to protect themselves sometimes. They
are also able to fly and dig beneath the ground, depending on the situation.
Also, watch out for the SHADOW BABA growing inside the passage. Apart from its
twilit appearance, this weed is really no different than its light world
counterpart. After you have dispatched it and the Shadow Insects, collect the
glowing blue tears that they leave behind. Continue down the path and kill two
additional Babas.
Two more insects can be found a little further ahead. They will dart
underneath the closed gate that leads to the dark tunnel, so ignore them for
now and head into Coro's clearing. There are two Shadow Insects inside his
house, but there is no apparent way to get inside. One more bug can be seen
crawling around on the back edge of the house, so go after it first. To reach
it, slam into the house to knock it down, and then pounce. Now go around to
the left side of the house and walk up the ramp behind the scarecrow. Midna
will help you jump into one of the side windows. The fourth and fifth insects
are inside, tormenting Coro's spirit. After you speak to him, the bugs will
run out from underneath the furniture. Kill them and claim their captive
tears. Now climb out via the wooden ledge along the back wall.
You can now return to the tunnel entrance and use your senses to find a spot
that you can dig through. Once you're on the other side of the gate, attack
the two insects that eluded you earlier. There aren't any more of them in the
rest of the tunnel, but you still have to fight your way through a few Shadow
Babas, Keese and Vermin to reach the other side. That is, if you decide to
take the normal route. As a wolf, you can use your senses to find a digging
passage near the first torch. It will instantly take you right to the opposite
end of the tunnel, allowing you to skip past the other enemies.
When you get to the forest clearing, you'll find two more Shadow Insects
hanging out on the wall to your left. If they fly away when you get near, just
jump out at them when they fly low enough. You're more than half way there
now. Notice that the forest clearing is now filled with dark fog. Touching it
will make you faint and restart at the beginning of the clearing, so it's a
good idea not to go in. Along the left end of the shore is a half-buried stump
that protrudes out of the ground a bit. From here, Midna will be able to
transport you across to the other side of the clearing in a series of jumps.
You still aren't through the purple fog yet though. Run up the path here to
the end of a ramp, and then leap out again across two thin poles sticking out
of the water. You'll find yourself inside a hollow tree, in the company of
three Shadow Insects. Destroy them and collect the tears. Keep walking through
the hollow tree and have Midna help you leap over to another section of the
clearing. You'll end up leaping over a dozen times in four different series
before you finally reach your destination. It's best if you just ignore the
Shadow Babas growing along the way. Also, there's a part where you have to
jump past a swinging log. Simply time yourself so that you don't get whacked
in mid-jump by it. When you finally get to solid ground, you'll see two more
Shadow Insects burrowing underground. Use your senses to locate them and dig
them out so you can kill them. There are only two insects left now. Enter the
tunnel ahead of you to exit the murky clearing.
On the other side, you'll be greeted by a trio of Shadow Beasts. A force field
will secure you in as soon as they spot you. Just like before, try to isolate
one of the beasts and kill it before finishing off the other two with the
energy field attack. You can also try hitting all three at once with the
energy field if you want, but it's trickier. In any case, one of the Shadow